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Remove one.", authoring); if (GetComponent() != null) { kind = ZoneEnemyMath.KindCharger; windup = 30; } else if (spitter != null) { kind = ZoneEnemyMath.KindSpitter; windup = (byte)Mathf.Clamp(spitter.WindupTicks, 1, 255); } else if (GetComponent() != null) { kind = ZoneEnemyMath.KindSwarmer; windup = 6; } diff --git a/Assets/_Project/Scripts/Authoring/Combat/SpitterProjectilePrefabAuthoring.cs b/Assets/_Project/Scripts/Authoring/Combat/SpitterProjectilePrefabAuthoring.cs new file mode 100644 index 000000000..bdfd51784 --- /dev/null +++ b/Assets/_Project/Scripts/Authoring/Combat/SpitterProjectilePrefabAuthoring.cs @@ -0,0 +1,36 @@ +using ProjectM.Simulation; +using Unity.Entities; +using UnityEngine; + +namespace ProjectM.Authoring +{ + /// + /// MC-2 — authoring for the subscene singleton. Place ONE on a GameObject in + /// the gameplay subscene; the server EnemyAISystem Spitter pass reads it via GetSingleton to know which spit + /// ghost to instantiate and the concurrent soft-cap. The referenced prefab is the EnemyProjectile ghost + /// (EnemyProjectileAuthoring); MaxLiveProjectiles bounds the relevancy loop — a Spitter at/over the cap soft-fails + /// its shot (no cooldown burn). The carrying entity has no transform; only the referenced prefab needs one. + /// + public class SpitterProjectilePrefabAuthoring : MonoBehaviour + { + [Tooltip("The EnemyProjectile ghost prefab that Spitters fire (must carry EnemyProjectileAuthoring + an interpolated GhostAuthoringComponent).")] + public GameObject ProjectilePrefab; + + [Min(1), Tooltip("Max concurrent live spit projectiles across all Spitters (soft-cap; over it a Spitter soft-fails its shot).")] + public int MaxLiveProjectiles = 24; + + private class SpitterProjectilePrefabBaker : Baker + { + public override void Bake(SpitterProjectilePrefabAuthoring authoring) + { + var entity = GetEntity(authoring, TransformUsageFlags.None); + AddComponent(entity, new SpitterProjectilePrefab + { + Prefab = authoring.ProjectilePrefab != null + ? GetEntity(authoring.ProjectilePrefab, TransformUsageFlags.Dynamic) : Entity.Null, + MaxLiveProjectiles = authoring.MaxLiveProjectiles, + }); + } + } + } +} diff --git a/Assets/_Project/Scripts/Authoring/Combat/SpitterProjectilePrefabAuthoring.cs.meta b/Assets/_Project/Scripts/Authoring/Combat/SpitterProjectilePrefabAuthoring.cs.meta new file mode 100644 index 000000000..4986c335c --- /dev/null +++ b/Assets/_Project/Scripts/Authoring/Combat/SpitterProjectilePrefabAuthoring.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 4ce5223c5fd56694c81991e1bb1232de \ No newline at end of file diff --git a/Assets/_Project/Scripts/Client/Presentation/CombatFeedbackSystem.cs b/Assets/_Project/Scripts/Client/Presentation/CombatFeedbackSystem.cs index f6a8c39db..b801201b5 100644 --- a/Assets/_Project/Scripts/Client/Presentation/CombatFeedbackSystem.cs +++ b/Assets/_Project/Scripts/Client/Presentation/CombatFeedbackSystem.cs @@ -217,7 +217,15 @@ namespace ProjectM.Client PlayClip(_hitClip, (Vector3)p, FeelConfig.HitSfxVolume); PrototypeCameraRig.AddShake(isLocalPlayer ? FeelConfig.HitShakeLocal : FeelConfig.HitShakeRemote); if (isLocalPlayer) PrototypeCameraRig.PunchFov(FeelConfig.HitStopFovKick, FeelConfig.HitStopDurationMs); - if (isEnemy) ShowHealthBar(entity); // Feature B: arm/refresh this enemy's bar on a damage edge + if (isEnemy) + { + // MC-3: net-new player-dealt-hit camera punch — scales with the bite size + // (saturate(delta / RefDamage)) so a chip reads soft and a heavy connect snaps. + // Camera-only hit-stop (NEVER Time.timeScale); keys on the enemy Health-decrease edge. + float hitMag = math.saturate((prev.Hp - cur) / math.max(1f, FeelConfig.HitStopRefDamage)); + PrototypeCameraRig.PunchFov(math.lerp(FeelConfig.HitStopFovKickMin, FeelConfig.HitStopFovKickMax, hitMag), FeelConfig.HitStopDurationMs); + ShowHealthBar(entity); // Feature B: arm/refresh this enemy's bar on a damage edge + } } // Respawn recovery: the LOCAL player's Health rising from <=0 back to positive. No healing @@ -739,7 +747,20 @@ namespace ProjectM.Client } float coneRange = math.max(1f, stats.ValueRO.AttackRange + 0.6f); if (lunging) coneRange += 1.5f; // forward-stretch the wedge to read the committed travel - BuildDangerMesh(go.GetComponent().sharedMesh, coneRange, 0.7f, intensity); + if (tele.ValueRO.Kind == ZoneEnemyMath.KindSpitter) + { + // MC-3: a Spitter is a RANGED threat — a melee wedge at its feet is useless. Paint a thin aim + // LANE along its (face-locked) facing out to projectile reach during wind-up, brightening as the + // shot nears so the player reads the line to dodge/dash across it. + float laneLen = 12f; + if (SystemAPI.HasComponent(entity)) + { + var ss = SystemAPI.GetComponent(entity); + laneLen = math.max(4f, ss.PreferredRange + ss.RangeTolerance + 2f); + } + BuildLaneMesh(go.GetComponent().sharedMesh, laneLen, 0.28f, intensity); + } + else BuildDangerMesh(go.GetComponent().sharedMesh, coneRange, 0.7f, intensity); float2 fwd = AnimParamMath.PlanarForward(xf.ValueRO.Rotation); var tr = go.transform; tr.position = (Vector3)xf.ValueRO.Position + Vector3.up * 0.06f; @@ -892,6 +913,33 @@ namespace ProjectM.Client mesh.RecalculateBounds(); } + // MC-3: a thin forward LANE (filled quad in local +Z) for a Spitter's ranged aim telegraph, vertex-alpha + // ramped by `intensity` (brightening toward the shot). Built into the same pooled danger mesh; the GO is + // already rotated to the enemy facing, so +Z is "toward the locked target". + static void BuildLaneMesh(Mesh mesh, float length, float halfWidth, float intensity) + { + float a = 0.18f + 0.62f * intensity; + var verts = new Vector3[4] + { + new Vector3(-halfWidth, 0f, 0.2f), + new Vector3( halfWidth, 0f, 0.2f), + new Vector3(-halfWidth, 0f, length), + new Vector3( halfWidth, 0f, length), + }; + var cols = new Color[4] + { + new Color(1f, 1f, 1f, a), + new Color(1f, 1f, 1f, a), + new Color(1f, 1f, 1f, a * 0.12f), + new Color(1f, 1f, 1f, a * 0.12f), + }; + var uvs = new Vector2[4] { new Vector2(0.5f, 0.5f), new Vector2(0.5f, 0.5f), new Vector2(0.5f, 0.5f), new Vector2(0.5f, 0.5f) }; + var tris = new int[6] { 0, 2, 1, 1, 2, 3 }; + mesh.Clear(); + mesh.vertices = verts; mesh.colors = cols; mesh.uv = uvs; mesh.triangles = tris; + mesh.RecalculateBounds(); + } + static void EmitAt(ParticleSystem ps, Vector3 pos, int count) { if (ps == null) return; diff --git a/Assets/_Project/Scripts/Client/Presentation/FeelConfig.cs b/Assets/_Project/Scripts/Client/Presentation/FeelConfig.cs index b96b8793d..5eac220f0 100644 --- a/Assets/_Project/Scripts/Client/Presentation/FeelConfig.cs +++ b/Assets/_Project/Scripts/Client/Presentation/FeelConfig.cs @@ -34,6 +34,22 @@ namespace ProjectM.Client /// Milliseconds the FOV kick eases back to base. public static float HitStopDurationMs; + // ---- MC-3: player-dealt-hit punch (magnitude-scaled) + deferred enemy flash ---- + /// Min FOV kick (deg) when the LOCAL player lands a hit on an enemy (chip damage). + public static float HitStopFovKickMin; + /// Max FOV kick (deg) on a heavy player-dealt hit (delta >= HitStopRefDamage). + public static float HitStopFovKickMax; + /// Reserved cap for the (deferred) true freeze-frame, in fixed frames. + public static int HitStopMaxFrames; + /// Damage delta that saturates the player-dealt punch to HitStopFovKickMax. + public static float HitStopRefDamage; + /// Tint for the (deferred) enemy material hit-flash — exposed now, wired in the ShaderGraph slice. + public static Color HitFlashColor; + /// Duration (ms) of the deferred enemy hit-flash. + public static float HitFlashDurationMs; + /// Master gate for the (deferred) true freeze-frame hit-stop. FALSE for v1 (camera-punch only). + public static bool HitStopFreezeEnabled; + // ---- Feature 1/2: death camera punch ---- /// Camera shake on LOCAL player death (loudest event by design). public static float PlayerDeathShake; @@ -103,6 +119,13 @@ namespace ProjectM.Client HitSfxVolume = 0.70f; HitStopFovKick = 1.5f; HitStopDurationMs = 90f; + HitStopFovKickMin = 0.6f; + HitStopFovKickMax = 2.2f; + HitStopMaxFrames = 3; + HitStopRefDamage = 30f; + HitFlashColor = new Color(1f, 0.85f, 0.55f, 1f); + HitFlashDurationMs = 80f; + HitStopFreezeEnabled = false; // Feature 1/2 death PlayerDeathShake = 0.50f; diff --git a/Assets/_Project/Scripts/Server/Combat/EnemyAISystem.cs b/Assets/_Project/Scripts/Server/Combat/EnemyAISystem.cs index 7156a56b4..cc07c1e68 100644 --- a/Assets/_Project/Scripts/Server/Combat/EnemyAISystem.cs +++ b/Assets/_Project/Scripts/Server/Combat/EnemyAISystem.cs @@ -432,7 +432,13 @@ namespace ProjectM.Server else { bool sReady = sp.NextShotTick == 0 || !new NetworkTick(sp.NextShotTick).IsNewerThan(serverTick); - if (sReady && (sTargetEntity != Entity.Null || sCoreAlive)) + // In-band gate (DR-041): telegraph + fire ONLY when holding the preferred band, OR when the target has + // closed inside CorneredRange (point-blank, no retreat room). While ADVANCING from too far OR + // RETREATING from a too-close target it must NOT fire — that IS the hold-range "reposition" question. + float sDist = math.length(sToTarget); + bool sInBand = math.abs(sDist - sp.PreferredRange) <= sp.RangeTolerance; + bool sCornered = sDist <= sp.CorneredRange; + if (sReady && (sInBand || sCornered) && (sTargetEntity != Entity.Null || sCoreAlive)) { uint wTicks = (uint)math.max(1, sp.WindupTicks); windup.ValueRW.WindUpUntilTick = TickUtil.NonZero(now + wTicks); diff --git a/Assets/_Project/Scripts/Server/Combat/EnemyProjectileDamageSystem.cs b/Assets/_Project/Scripts/Server/Combat/EnemyProjectileDamageSystem.cs index 29f0689b3..131fbca5f 100644 --- a/Assets/_Project/Scripts/Server/Combat/EnemyProjectileDamageSystem.cs +++ b/Assets/_Project/Scripts/Server/Combat/EnemyProjectileDamageSystem.cs @@ -44,7 +44,9 @@ namespace ProjectM.Server [BurstCompile] public void OnUpdate(ref SystemState state) { - uint now = SystemAPI.GetSingleton().ServerTick.TickIndexForValidTick; + var serverTick = SystemAPI.GetSingleton().ServerTick; + if (!serverTick.IsValid) return; // mirror WaveSystem/ZoneEnemyDirectorSystem — never stamp SourceTick off an invalid tick + uint now = serverTick.TickIndexForValidTick; var ecb = new EntityCommandBuffer(Allocator.Temp); // Snapshot valid targets once (stable query order). PLAYERS carry HitRadius (PlayerAuthoring); diff --git a/Assets/_Project/Subscenes/Gameplay.unity b/Assets/_Project/Subscenes/Gameplay.unity index 37c3a9d12..88f1ee428 100644 --- a/Assets/_Project/Subscenes/Gameplay.unity +++ b/Assets/_Project/Subscenes/Gameplay.unity @@ -2536,15 +2536,25 @@ MonoBehaviour: m_EditorClassIdentifier: ProjectM.Authoring::ProjectM.Authoring.WaveDirectorAuthoring EnemyPrefabs: - {fileID: 3885353946372160549, guid: a6c2004a3cc32cc44b1bb7a795f86519, type: 3} - - {fileID: 3885353946372160549, guid: f77a36036567c814496e6c59c42b2082, type: 3} - - {fileID: 3885353946372160549, guid: 31d233e9e507acf45a411f8ab0997bed, type: 3} - {fileID: 3885353946372160549, guid: 0d42b4a8ef76489458ee1ecf51b4dbca, type: 3} + - {fileID: 3885353946372160549, guid: f29273bdfc85a8b49a4e16719e9a2568, type: 3} + - {fileID: 3885353946372160549, guid: b0921d4cb0eedd349a257759a157653a, type: 3} RingRadius: 16 RingSlots: 10 BaseCount: 4 CountPerWave: 2 SpawnIntervalTicks: 24 LullTicks: 240 + MaxAlive: 14 + ChargerBase: 0 + SpitterBase: 0 + SwarmerSlotBase: 0 + ChargerPerEpoch: 1 + SpitterPerEpoch: 1 + SwarmerSlotPerEpoch: 0 + SwarmerPackSize: 3 + SwarmerPackPerEpoch: 0 + ClusterTightRadius: 2.5 --- !u!1 &1379903944 GameObject: m_ObjectHideFlags: 0 @@ -3160,6 +3170,52 @@ BoxCollider: serializedVersion: 3 m_Size: {x: 3.5, y: 8, z: 3.5} m_Center: {x: 0, y: 4, z: 0} +--- !u!1 &1871304248 +GameObject: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + serializedVersion: 6 + m_Component: + - component: {fileID: 1871304250} + - component: {fileID: 1871304249} + m_Layer: 0 + m_Name: SpitterProjectileConfig + m_TagString: Untagged + m_Icon: {fileID: 0} + m_NavMeshLayer: 0 + m_StaticEditorFlags: 0 + m_IsActive: 1 +--- !u!114 &1871304249 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 1871304248} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: 4ce5223c5fd56694c81991e1bb1232de, type: 3} + m_Name: + m_EditorClassIdentifier: ProjectM.Authoring::ProjectM.Authoring.SpitterProjectilePrefabAuthoring + ProjectilePrefab: {fileID: 3885353946372160549, guid: 8a13ef653e5266741b0896084f74038f, type: 3} + MaxLiveProjectiles: 24 +--- !u!4 &1871304250 +Transform: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 1871304248} + serializedVersion: 2 + m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} + m_LocalPosition: {x: 0, y: 0, z: 0} + m_LocalScale: {x: 1, y: 1, z: 1} + m_ConstrainProportionsScale: 0 + m_Children: [] + m_Father: {fileID: 0} + m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} --- !u!1 &1906259338 GameObject: m_ObjectHideFlags: 0 @@ -3344,12 +3400,22 @@ MonoBehaviour: EnemyPrefabs: - {fileID: 3885353946372160549, guid: a6c2004a3cc32cc44b1bb7a795f86519, type: 3} - {fileID: 3885353946372160549, guid: 0d42b4a8ef76489458ee1ecf51b4dbca, type: 3} + - {fileID: 3885353946372160549, guid: f29273bdfc85a8b49a4e16719e9a2568, type: 3} + - {fileID: 3885353946372160549, guid: b0921d4cb0eedd349a257759a157653a, type: 3} MaxAlive: 12 RingRadius: 14 RingSlots: 10 SpawnIntervalTicks: 30 GruntsPerWave: 4 ChargersPerWave: 1 + SpitterBase: 0 + SwarmerSlotBase: 0 + ChargerPerEpoch: 1 + SpitterPerEpoch: 1 + SwarmerSlotPerEpoch: 1 + SwarmerPackSize: 4 + SwarmerPackPerEpoch: 0 + ClusterTightRadius: 2.5 RewardOre: 25 --- !u!4 &1957070224 Transform: @@ -3748,3 +3814,4 @@ SceneRoots: - {fileID: 722706770} - {fileID: 2145598870} - {fileID: 1957070224} + - {fileID: 1871304250} diff --git a/Assets/_Project/Tests/EditMode/SpitterBrainTests.cs b/Assets/_Project/Tests/EditMode/SpitterBrainTests.cs new file mode 100644 index 000000000..78b93f9f4 --- /dev/null +++ b/Assets/_Project/Tests/EditMode/SpitterBrainTests.cs @@ -0,0 +1,205 @@ +using NUnit.Framework; +using ProjectM.Server; +using ProjectM.Simulation; +using Unity.Core; +using Unity.Entities; +using Unity.Mathematics; +using Unity.NetCode; +using Unity.Transforms; + +namespace ProjectM.Tests +{ + /// + /// MC-2 system tests for the EnemyAISystem SPITTER pass (server-only, plain SimulationSystemGroup). Covers the + /// headline ranged mechanic end-to-end: an in-band, ready Spitter commits a telegraphed wind-up then on elapse + /// spawns a spit carrying the FIRING Spitter's Region (fired from EXPEDITION so a dropped Region copy — which would + /// leave the prefab default 0 = Base — fails the assertion), aimed at the target. The HOLD-RANGE gate (DR-041) is + /// pinned by negative tests: a Spitter ADVANCING from out of band does NOT telegraph; a cornered Spitter fires + /// point-blank. The discriminator partition (no double-move) is asserted DIRECTLY (the wind-up value alone can't + /// prove it — the Spitter pass runs last and overwrites it). Soft-fail over the concurrent cap = short retry, no + /// full-cooldown burn. Plain-Entities world, faked NetworkTime + a SpitterProjectilePrefab singleton; the prefab + /// entity is Prefab-tagged so it is excluded from the live-spit count and cloned (minus the tag) on Instantiate. + /// + public class SpitterBrainTests + { + static void SetTick(World w, uint tick) + { + var em = w.EntityManager; + using var q = em.CreateEntityQuery(typeof(NetworkTime)); + Entity e = q.IsEmpty ? em.CreateEntity(typeof(NetworkTime)) : q.GetSingletonEntity(); + em.SetComponentData(e, new NetworkTime { ServerTick = new NetworkTick(tick) }); + } + + static (World, SimulationSystemGroup) AiWorld(uint tick) + { + var w = new World("SpitterBrain"); + var g = w.GetOrCreateSystemManaged(); + g.AddSystemToUpdateList(w.GetOrCreateSystem()); + g.SortSystems(); + w.SetTime(new TimeData(elapsedTime: 0f, deltaTime: 1f / 60f)); + SetTick(w, tick); + return (w, g); + } + + static Entity MakeSpitPrefab(EntityManager em, float range = 16f) + { + var e = em.CreateEntity(); + em.AddComponentData(e, LocalTransform.FromPosition(float3.zero)); + em.AddComponentData(e, new EnemyProjectile { Direction = new float2(0, 1), Speed = 11f, Damage = 0f, Range = range, Region = 0 }); + em.AddComponent(e); // excluded from the live-spit query; stripped on Instantiate + return e; + } + + static void SetSpitSingleton(EntityManager em, Entity prefab, int maxLive) + { + var s = em.CreateEntity(typeof(SpitterProjectilePrefab)); + em.SetComponentData(s, new SpitterProjectilePrefab { Prefab = prefab, MaxLiveProjectiles = maxLive }); + } + + static Entity MakeSpitter(EntityManager em, float3 pos, byte region, int windupTicks = 1, int cooldown = 60) + { + var e = em.CreateEntity(); + em.AddComponentData(e, LocalTransform.FromPosition(pos)); + em.AddComponent(e); + em.AddComponentData(e, new EnemyStats { MoveSpeed = 4f, AttackRange = 1.5f, AttackDamage = 8f, AttackCooldownTicks = cooldown }); + em.AddComponentData(e, new EnemyAttackCooldown { NextAttackTick = 0u }); + em.AddComponentData(e, new KnockbackState { Dir = default, Speed = 0f, UntilTick = 0u }); + em.AddComponentData(e, new AttackWindup { WindUpUntilTick = 0u }); + em.AddComponentData(e, new SpitterState { PreferredRange = 9f, RangeTolerance = 1.5f, ProjectileSpeed = 11f, CorneredRange = 3f, WindupTicks = windupTicks, NextShotTick = 0u }); + em.AddComponentData(e, new RegionTag { Region = region }); + return e; + } + + static void MakePlayer(EntityManager em, float3 pos, byte region) + { + var e = em.CreateEntity(); + em.AddComponentData(e, LocalTransform.FromPosition(pos)); + em.AddComponentData(e, new Health { Current = 100f, Max = 100f }); + em.AddComponentData(e, new RegionTag { Region = region }); + em.AddComponent(e); + } + + static int CountSpits(EntityManager em) + { + using var q = em.CreateEntityQuery(ComponentType.ReadOnly()); + return q.CalculateEntityCount(); + } + + [Test] + public void Spitter_InBand_CommitsThenFires_SpitCarriesFiringRegion() + { + var (w, g) = AiWorld(200); + using (w) + { + var em = w.EntityManager; + var prefab = MakeSpitPrefab(em, range: 16f); + SetSpitSingleton(em, prefab, maxLive: 24); + // Fire from EXPEDITION (!=0): a dropped Region copy would leave 0 (Base) and fail the region assert. + MakePlayer(em, new float3(0, 1, 0), RegionId.Expedition); + var spitter = MakeSpitter(em, new float3(9, 1, 0), RegionId.Expedition, windupTicks: 1); // distance == PreferredRange -> in-band + + g.Update(); // tick 200: in-band + ready -> commit the telegraph wind-up to 201 + Assert.AreEqual(TickUtil.NonZero(201u), em.GetComponentData(spitter).WindUpUntilTick, + "an in-band, ready Spitter commits a wind-up of SpitterState.WindupTicks (the partition itself is asserted in Spitter_IsExcludedFromGruntAndChargerPasses)"); + Assert.AreEqual(0, CountSpits(em), "no spit yet — still telegraphing the dodge window"); + + SetTick(w, 202); // the wind-up tick (201) has now elapsed + g.Update(); + Assert.AreEqual(1, CountSpits(em), "the spit fires when the wind-up elapses in-band"); + using var q = em.CreateEntityQuery(ComponentType.ReadOnly()); + var spit = q.GetSingleton(); + Assert.AreEqual(RegionId.Expedition, spit.Region, "the spit carries the FIRING Spitter's region (Expedition!=0 -> a dropped copy fails this)"); + Assert.Less(spit.Direction.x, 0f, "aimed back toward the player at the origin"); + Assert.AreEqual(0u, em.GetComponentData(spitter).WindUpUntilTick, "the wind-up is cleared after firing"); + } + } + + [Test] + public void Spitter_OutOfBand_DoesNotCommitWindup() + { + var (w, g) = AiWorld(200); + using (w) + { + var em = w.EntityManager; + MakePlayer(em, new float3(0, 1, 0), RegionId.Base); + var spitter = MakeSpitter(em, new float3(40, 1, 0), RegionId.Base, windupTicks: 1); // dist 40 >> PreferredRange+tol -> advancing + g.Update(); + Assert.AreEqual(0u, em.GetComponentData(spitter).WindUpUntilTick, + "a Spitter ADVANCING from out of band must NOT telegraph/fire (the hold-range gate, DR-041)"); + } + } + + [Test] + public void Spitter_Cornered_CommitsWindupPointBlank() + { + var (w, g) = AiWorld(200); + using (w) + { + var em = w.EntityManager; + MakePlayer(em, new float3(0, 1, 0), RegionId.Base); + var spitter = MakeSpitter(em, new float3(2, 1, 0), RegionId.Base, windupTicks: 5); // dist 2 < CorneredRange 3 -> point-blank + g.Update(); + Assert.AreNotEqual(0u, em.GetComponentData(spitter).WindUpUntilTick, + "a cornered Spitter (target inside CorneredRange) fires point-blank rather than holding fire"); + } + } + + [Test] + public void Spitter_IsExcludedFromGruntAndChargerPasses() + { + var w = new World("SpitterRouting"); + using (w) + { + var em = w.EntityManager; + MakeSpitter(em, new float3(9, 1, 0), RegionId.Base); + // The three EnemyAISystem pass partitions, asserted directly so a regression in any WithNone guard is caught. + using var gruntQ = em.CreateEntityQuery(new EntityQueryDesc + { + All = new[] { ComponentType.ReadOnly() }, + None = new[] { ComponentType.ReadOnly(), ComponentType.ReadOnly() }, + }); + using var chargerQ = em.CreateEntityQuery(new EntityQueryDesc + { + All = new[] { ComponentType.ReadOnly() }, + None = new[] { ComponentType.ReadOnly() }, + }); + using var spitterQ = em.CreateEntityQuery(new EntityQueryDesc + { + All = new[] { ComponentType.ReadOnly(), ComponentType.ReadOnly() }, + None = new[] { ComponentType.ReadOnly() }, + }); + Assert.AreEqual(0, gruntQ.CalculateEntityCount(), "a Spitter must NOT be visited by the Grunt pass (WithNone)"); + Assert.AreEqual(0, chargerQ.CalculateEntityCount(), "a Spitter must NOT be visited by the Charger pass (WithNone)"); + Assert.AreEqual(1, spitterQ.CalculateEntityCount(), "a Spitter IS visited by exactly the Spitter pass"); + } + } + + [Test] + public void Spitter_OverSoftCap_SkipsFire_ShortRetryNoCooldownBurn() + { + var (w, g) = AiWorld(200); + using (w) + { + var em = w.EntityManager; + var prefab = MakeSpitPrefab(em); + SetSpitSingleton(em, prefab, maxLive: 2); + // pre-fill the live-spit pool to the cap (no Prefab tag -> counted by the soft-cap query) + for (int i = 0; i < 2; i++) + { + var s = em.CreateEntity(); + em.AddComponentData(s, LocalTransform.FromPosition(new float3(i, 1, 0))); + em.AddComponentData(s, new EnemyProjectile { Direction = new float2(0, 1), Speed = 11f, Range = 16f, Region = RegionId.Base }); + } + MakePlayer(em, new float3(0, 1, 0), RegionId.Base); + var spitter = MakeSpitter(em, new float3(9, 1, 0), RegionId.Base, windupTicks: 1, cooldown: 60); + + g.Update(); // tick 200: in-band -> commit the wind-up to 201 + SetTick(w, 202); // elapsed + g.Update(); // at the cap -> soft-fail + Assert.AreEqual(2, CountSpits(em), "at the concurrent cap the Spitter does NOT spawn another spit"); + Assert.AreEqual(TickUtil.NonZero(210u), em.GetComponentData(spitter).NextShotTick, + "soft-fail schedules a short retry (now+8 = 210), NOT a full cooldown (now+60 = 262)"); + } + } + } +} diff --git a/Assets/_Project/Tests/EditMode/SpitterBrainTests.cs.meta b/Assets/_Project/Tests/EditMode/SpitterBrainTests.cs.meta new file mode 100644 index 000000000..f19c95375 --- /dev/null +++ b/Assets/_Project/Tests/EditMode/SpitterBrainTests.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 2fc1d0d0241a80745a308575f71c701b \ No newline at end of file diff --git a/Assets/_Project/Tests/EditMode/SwarmerClusterSpawnTests.cs b/Assets/_Project/Tests/EditMode/SwarmerClusterSpawnTests.cs new file mode 100644 index 000000000..0a465e3c1 --- /dev/null +++ b/Assets/_Project/Tests/EditMode/SwarmerClusterSpawnTests.cs @@ -0,0 +1,114 @@ +using NUnit.Framework; +using ProjectM.Server; +using ProjectM.Simulation; +using Unity.Core; +using Unity.Entities; +using Unity.Mathematics; +using Unity.NetCode; +using Unity.Transforms; + +namespace ProjectM.Tests +{ + /// + /// MC-2 system tests for the SWARMER cluster spawn in the base-siege WaveSystem (fork 4a). A swarmer composition + /// slot must instantiate a whole PACK in one tick (EnemyAIMath.ClusterOffset) while consuming exactly ONE wave + /// SLOT, and MaxAlive must count ENTITIES — a pack that won't fit is DEFERRED (slot kept) rather than partially + /// spawned (the review-flagged slot-vs-entity accounting). Plain-Entities world, server WaveSystem registered + /// directly, faked NetworkTime; the 4-entry [Grunt,Charger,Spitter,Swarmer] roster is Prefab-tagged so the + /// instances (and only the instances) count as live EnemyTag ghosts. + /// + public class SwarmerClusterSpawnTests + { + static void SetTick(World w, uint tick) + { + var em = w.EntityManager; + using var q = em.CreateEntityQuery(typeof(NetworkTime)); + Entity e = q.IsEmpty ? em.CreateEntity(typeof(NetworkTime)) : q.GetSingletonEntity(); + em.SetComponentData(e, new NetworkTime { ServerTick = new NetworkTick(tick) }); + } + + static (World, SimulationSystemGroup) WaveWorld(uint tick) + { + var w = new World("SwarmerCluster"); + var g = w.GetOrCreateSystemManaged(); + g.AddSystemToUpdateList(w.GetOrCreateSystem()); + g.SortSystems(); + w.SetTime(new TimeData(elapsedTime: 0f, deltaTime: 1f / 60f)); + SetTick(w, tick); + return (w, g); + } + + // Director with a swarmer-only band so slot 0 is unambiguously a swarmer pack. The 4-entry roster aliases + // dummy Prefab-tagged EnemyTag prefabs; WaveSystem reads index [3] (KindSwarmer) and instantiates the pack. + static Entity MakeDirector(EntityManager em, int swarmerSlotBase, int packSize, int maxAlive) + { + // Create the 4 prefab entities FIRST: every em.CreateEntity is a structural change, so a DynamicBuffer + // handle grabbed before them would be invalidated (the bug this ordering avoids). The roster aliases + // dummy Prefab-tagged EnemyTag prefabs; WaveSystem reads index [3] (KindSwarmer) and instantiates the pack. + var prefabs = new Entity[4]; + for (int i = 0; i < 4; i++) + { + var p = em.CreateEntity(); + em.AddComponentData(p, LocalTransform.FromPosition(float3.zero)); + em.AddComponent(p); + em.AddComponent(p); + prefabs[i] = p; + } + var dir = em.CreateEntity(); + em.AddComponentData(dir, new WaveDirector + { + RingRadius = 10f, RingSlots = 8, BaseCount = 0, CountPerWave = 0, + SpawnIntervalTicks = 1, LullTicks = 1, MaxAlive = maxAlive, + ChargerBase = 0, SpitterBase = 0, SwarmerSlotBase = swarmerSlotBase, + ChargerPerEpoch = 0, SpitterPerEpoch = 0, SwarmerSlotPerEpoch = 0, + SwarmerPackSize = packSize, SwarmerPackPerEpoch = 0, ClusterTightRadius = 2.5f, + }); + em.AddComponentData(dir, new WaveState { WaveNumber = 0, Phase = WavePhase.Lull, NextActionTick = 0u, RemainingToSpawn = 0, SpawnCounter = 0 }); + // AddBuffer LAST (after every structural change on dir), then populate with no further structural change. + var buf = em.AddBuffer(dir); + for (int i = 0; i < 4; i++) buf.Add(new WaveEnemyPrefab { Prefab = prefabs[i] }); + return dir; + } + + static int CountEnemies(EntityManager em) + { + using var q = em.CreateEntityQuery(ComponentType.ReadOnly()); + return q.CalculateEntityCount(); + } + + [Test] + public void Swarmer_Slot_SpawnsWholePack_ConsumesOneSlot() + { + var (w, g) = WaveWorld(200); + using (w) + { + var em = w.EntityManager; + var dir = MakeDirector(em, swarmerSlotBase: 1, packSize: 4, maxAlive: 12); + g.Update(); // Lull -> start wave: RemainingToSpawn = WaveSlots(1) = 1 swarmer slot + Assert.AreEqual(1, em.GetComponentData(dir).RemainingToSpawn, "one swarmer SLOT this wave"); + g.Update(); // Spawning -> the pack lands in one tick + Assert.AreEqual(4, CountEnemies(em), "the whole pack spawns in a single tick"); + var st = em.GetComponentData(dir); + Assert.AreEqual(1, st.SpawnCounter, "exactly ONE slot consumed for the pack"); + Assert.AreEqual(0, st.RemainingToSpawn, "the swarmer slot is done"); + } + } + + [Test] + public void Swarmer_PackOverMaxAlive_Defers_KeepsSlot() + { + var (w, g) = WaveWorld(200); + using (w) + { + var em = w.EntityManager; + var dir = MakeDirector(em, swarmerSlotBase: 1, packSize: 4, maxAlive: 3); // pack(4) > cap(3) + g.Update(); // start wave + g.Update(); // try to spawn -> 0 + 4 > 3 -> defer (don't partially spawn, don't consume the slot) + Assert.AreEqual(0, CountEnemies(em), "a pack that won't fit MaxAlive is NOT partially spawned"); + var st = em.GetComponentData(dir); + Assert.AreEqual(0, st.SpawnCounter, "the slot is NOT consumed when deferred"); + Assert.AreEqual(1, st.RemainingToSpawn, "the swarmer slot remains pending"); + } + } + } +} diff --git a/Assets/_Project/Tests/EditMode/SwarmerClusterSpawnTests.cs.meta b/Assets/_Project/Tests/EditMode/SwarmerClusterSpawnTests.cs.meta new file mode 100644 index 000000000..caec787c1 --- /dev/null +++ b/Assets/_Project/Tests/EditMode/SwarmerClusterSpawnTests.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 96771355c799615499f6455055b66ca8 \ No newline at end of file diff --git a/Docs/Vault/07_Sessions/2026/2026-06-24_Slice_Combat_Depth_Enemy_Variety_Impact_Build.md b/Docs/Vault/07_Sessions/2026/2026-06-24_Slice_Combat_Depth_Enemy_Variety_Impact_Build.md new file mode 100644 index 000000000..4698dadeb --- /dev/null +++ b/Docs/Vault/07_Sessions/2026/2026-06-24_Slice_Combat_Depth_Enemy_Variety_Impact_Build.md @@ -0,0 +1,33 @@ +--- +title: Combat Depth Slice — Enemy Variety (MC-2) + Impact (MC-3) — Build +date: 2026-06-24 +tags: [session, combat, enemies, netcode, juice, slice, rukhanka] +permalink: gamevault/07-sessions/2026/2026-06-24-combat-depth-build +--- + +# Combat Depth (MC-2 + MC-3) — Build session + +Built the combat-depth slice the operator chose after Slice 3 ("the combat needs a lot more work"). Spec + forks + the full build record are in [[DR-041_Slice_Combat_Depth_Enemy_Variety_Impact]]. This log is the build narrative. + +## What shipped +- **Two new enemy questions:** the **Spitter** (ranged reposition — holds a preferred range-band, fires a telegraphed dodgeable spit) and the **Swarmer** (surround — deterministic cluster spawn). On top of the existing Grunt (walk-up melee) + Charger (committed lunge) → four distinct readable questions. +- **4-type weighted mix** in BOTH directors (expedition `ZoneEnemyDirector` + base-siege `WaveSystem`, fork-4a) sharing one pure `ZoneEnemyMath` composition function, with the mandatory `MaxAlive` cap. Legacy size/charger curve kept + parity-tested. +- **MC-3 impact:** magnitude-scaled player-dealt-hit camera punch + the Spitter aim-LANE telegraph (camera-only hit-stop, never `Time.timeScale`). +- **Real rigged enemies:** Spitter = a re-skinned rigged Kaiju, Swarmer = a rigged Undead-Werewolf (fast/low-HP); grunt/charger unchanged. Spit projectile = `EnemySpit` ownerless interpolated ghost. + +## How it went (verify ladder) +- **MC-2 server spine** committed first as `56cf60cce` (already green at the time). +- **MC-3 + tests + rigging + wiring** built via MCP. **388/388 EditMode** (added Spitter-brain, swarmer-cluster, projectile, mix, and 3 review-driven guard tests). +- **Play smoke (×2):** clean two-world boot (no `ComponentSystemSorter` cycle, no Burst ICE), Spitter fires → spit sweeps → player damaged (HP 105→25) → `DamageEvent` drained, region-correct, **replicated server→client**. Re-ran with the rigged Kaiju spitter after the fix: spawns + fires + damages, **zero console errors** (Rukhanka rig baked intact). + +## Post-impl adversarial review (`wf_febdcfdb-665`) +3 lenses (netcode/relevancy · determinism/prediction · reuse/test-validity) → per-finding refutation. Caught **1 MED + 5 LOW**: +- **[MED, FIXED] Spitter fired from any range** — the wind-up commit lacked the locked in-band gate, so it would telegraph+fire while still advancing from far (defeating the hold-range question). Fixed: commit only when `sInBand || sCornered` (which also gave the previously-dead `CorneredRange` a real read site). The review's value re-confirmed — a true behavioral deviation 388 green tests + a clean Play had NOT caught. +- **[LOW, FIXED]** `EnemyProjectileDamageSystem` missing `!ServerTick.IsValid` guard; bake-time guard against a Charger+Spitter prefab; two test false-greens (Base==0 region assert → fire from Expedition; overstated partition claim → a direct partition-exclusion test). +- **[LOW, DOCUMENTED]** global (not per-region) spit soft-cap; co-op camera-punch attribution. Both per the locked design / generous bounds. + +## Gotchas worth remembering +- **Director rosters are KIND-INDEXED (index == Kind 0..3), NOT round-robin.** The `WaveDirector` still held the OLD round-robin pool `[Werewolf, WerewolfUndead, Kaiju, ChargerMuscle]` — under MC-2 that silently maps the charger model into the Swarmer slot etc. Always rebuild the roster as `[Grunt,Charger,Spitter,Swarmer]` when adopting `KindForSlot`. +- **A `DynamicBuffer` handle is invalidated by any later structural change** — in a test, create the prefab entities BEFORE `AddBuffer`, populate with no `CreateEntity`/`AddComponent` in between (the cluster-test setup bug). +- **Reuse rigged variants, don't rebuild rigs.** A plain `AssetDatabase.CopyAsset` duplicate of a working Rukhanka prefab + adding a marker authoring bakes clean and dodges the `EnemyRigTools`/skeleton-rebuild risk entirely. +- The fun-gate co-op playtest (Slice 3's too) is still **pending** — the open question is whether the fight is fun, not test counts. diff --git a/Docs/Vault/07_Sessions/_Decisions/DR-041_Slice_Combat_Depth_Enemy_Variety_Impact.md b/Docs/Vault/07_Sessions/_Decisions/DR-041_Slice_Combat_Depth_Enemy_Variety_Impact.md index a002b9d47..7e9ce3dcb 100644 --- a/Docs/Vault/07_Sessions/_Decisions/DR-041_Slice_Combat_Depth_Enemy_Variety_Impact.md +++ b/Docs/Vault/07_Sessions/_Decisions/DR-041_Slice_Combat_Depth_Enemy_Variety_Impact.md @@ -76,17 +76,24 @@ Adopt `WaveSlots`/`KindForSlot` + a 4-entry prefab buffer; **add `WaveDirector.M Pure-math: `WaveSlots`≥1, per-epoch ramps, `KindForSlot` determinism + composition counts, swarmer bucketing, `PackSizeForSlot`≥1, `IsChargerSlot` wrapper keeps 4 legacy assertions; **parity** test (`WaveSlots` reproduces legacy curve); `BandVelocity` (retreat/advance/in-band/Y-flat); `ClusterOffset` determinism. System: `EnemyProjectileMove` integrate+LastStep+range-expiry; `EnemyProjectileDamage` append+at-most-once + **tunnelling regression** (LastStep>radius still hits) + **region-filter** (Expedition spit doesn't damage Base target); Spitter brain (advance/retreat/in-band-commit-then-spawn-with-Region, soft-cap no-burn); cornered fallback; dash-through-spit negation; cluster spawn (PackSize spawned, 1 slot consumed, pack-over-MaxAlive defers); discriminator routing (no double-visit); 4-entry buffer guard. **Play-validation:** no sort-cycle at world-creation; no Burst ICE; Spitter end-to-end (holds range, aim-line telegraph, dodgeable+dash-negatable spit); region correctness (no cross-region see/damage); swarmer reads as a swarm + respects MaxAlive; mix ramp visibly shifts; MC-3 magnitude-scaled punch + predicted tick-rate UNAFFECTED (no timeScale); perf (live spits ≤24, stable frame time under base siege + expedition swarm). ## Consequences -- **Deferred to a later slice:** DOTS `[MaterialProperty]` enemy hit-flash (ShaderGraph `_Flash*` + render-entity mapping); true freeze-frame hit-stop (gated off); Spitter in-band strafe (1b); player-shoots-spit (2b); Swarmer pack-size epoch ramp (field exposed, unwired). +- **Deferred to a later slice:** DOTS `[MaterialProperty]` enemy hit-flash (ShaderGraph `_Flash*` + render-entity mapping); true freeze-frame hit-stop (gated off); Spitter in-band strafe (1b); player-shoots-spit (2b); Swarmer pack-size epoch ramp (field exposed, unwired); **per-region** spit soft-cap (v1 is GLOBAL — 24 is generous); a co-op **local-attribution gate** for the player-dealt-hit punch (v1 keys on any enemy-Health edge, so a teammate's hit nudges your camera a touch); **bespoke Spitter/Swarmer art** (v1 reuses the rigged Kaiju + Undead-Werewolf models for distinct silhouettes). - **Open (operator):** the combat fun-gate is a hands-on co-op playtest after build ("play with a friend and not want to stop"); the Slice 3 fun-gate still pending too. -- **Status:** reviewed + locked; build IN FLIGHT (see below). Full review (verdicts/blockers/forks) in run transcript `wf_eb115556-8cc`. +- **Status:** BUILT + post-impl-reviewed + Play-validated (2026-06-24). Pre-coding review `wf_eb115556-8cc`; post-impl adversarial review `wf_febdcfdb-665` (3 lenses → per-finding refutation; **1 MED + 3 LOW fixed in code, 2 LOW documented**). **388/388 EditMode** + a clean netcode Play smoke (boot, fire, swept-hit, region, server==client). Fun-gate co-op playtest still pending. -## Build progress (in flight — 2026-06-22) +## Build record (complete — 2026-06-24) -**Done + compiling clean (368/368 EditMode still green, backward-compatible at epoch 1):** -- Leaf components: `SpitterState`(+baked `WindupTicks`), `SwarmerTag`, `EnemyProjectile`, `SpitterProjectilePrefab`, `MixBands` (`Simulation/Combat/`). -- Math: `EnemyAIMath.{BandVelocity, ClusterOffset}`; `ZoneEnemyMath` Kind consts + `WaveSlots/KindForSlot/PackSizeForSlot` (legacy `WaveSize`/`IsChargerSlot` kept intact for parity). -- Systems: `EnemyProjectileMoveSystem` + `EnemyProjectileDamageSystem` (plain server group, LastStep swept, region filter); `EnemyAISystem` Spitter pass + partition guards (`WithNone` Grunt / `WithNone` Charger) + `m_EnemyProjectiles` cache. -- Discriminator: `EnemyTelegraph.IsCharger→byte Kind`; `EnemyAuthoring` bakes Kind from sibling authoring. -- Authoring: `SpitterAuthoring`, `SwarmerAuthoring`, `EnemyProjectileAuthoring`; both director components (`ZoneEnemyDirector`, `WaveDirector`) + their authoring gained the mix/cluster fields + (Wave) mandatory `MaxAlive`. Base siege adopts `WaveSlots`/`KindForSlot`/cluster (fork 4a); defaults keep the size curve (≈+1 charger +1 spitter/wave) so the END-game stays bounded. +Built through the full `/dots-dev` ladder: **388/388 EditMode green** + a Play smoke (clean two-world boot, no sort-cycle/ICE; Spitter fires → spit sweeps → player damaged → drained, region-correct, **server==client**) + the post-impl adversarial review (`wf_febdcfdb-665`). Two commits: the **MC-2 server spine** (`56cf60cce`) and the **MC-3 + tests + wiring + review-fixes** (one commit, on operator go). -**Remaining:** MC-3 client juice (FeelConfig fields + `CombatFeedbackSystem` player-hit camera punch + Spitter `Kind==2` aim-line); the additive EditMode tests (per the test plan above); prefab + subscene wiring (Spitter/Swarmer/EnemyProjectile ghosts via the new-ghost recipe, 4-entry director rosters, `SpitterProjectilePrefab` singleton, MixBands/MaxAlive on both directors); then the verify ladder + Play smoke + post-impl review + doc bookend + commit. **Resume from here if compacted.** +**Shipped (MC-2 spine):** `SpitterState`, `SwarmerTag`, `EnemyProjectile`, `SpitterProjectilePrefab`, `MixBands`; `EnemyAIMath.{BandVelocity,ClusterOffset}`; `ZoneEnemyMath` Kind consts + `WaveSlots/KindForSlot/PackSizeForSlot` (legacy `WaveSize`/`IsChargerSlot` kept + parity-tested); `EnemyProjectileMove/DamageSystem` (plain server group, LastStep swept, region filter, at-most-once destroy); `EnemyAISystem` Spitter pass + partition guards; `EnemyTelegraph.IsCharger→byte Kind` + `EnemyAuthoring` Kind baking. + +**Shipped (MC-3 juice):** 7 `FeelConfig` fields (+ `ResetDefaults`); magnitude-scaled **player-dealt-hit `PunchFov`** on the enemy-`Health`-decrease edge; the **Spitter `Kind==2` aim-LANE** telegraph (`BuildLaneMesh`; reads baked `SpitterState` client-side, falls back to a fixed length). True freeze-frame + `[MaterialProperty]` enemy hit-flash DEFERRED (gated off / own ShaderGraph slice). + +**Shipped (content):** `SpitterProjectilePrefabAuthoring` (the singleton); both directors carry a 4-entry **kind-indexed** roster `[Grunt,Charger,Spitter,Swarmer]` + mix/MaxAlive config (fork-4a base siege included) + the `SpitterProjectileConfig` singleton. **Real rigged models:** Spitter = `EnemySpitter` (rigged Kaiju, dialed to a ranged poker — HP 28/spd 2.8/cd 66), Swarmer = `EnemySwarmerUndead` (rigged Undead-Werewolf — HP 8/spd 6.5/cd 24, scale 0.6); grunt/charger keep Werewolf/ChargerMuscle. Spit = `EnemySpit` (ownerless interpolated ghost, no `Health`, no collider). All bake clean (zero console errors, Rukhanka rig intact). *(The simple-mesh `Enemy*` prototypes were left untouched; `EnemySwarmer.prefab` reverted.)* + +**Post-impl review fixes (`wf_febdcfdb-665`, all re-validated 388/388 + a re-Play):** +- **[MED] in-band fire gate** — the Spitter committed its telegraph from ANY range (would fire while advancing from far, defeating the hold-range question). Fixed: commit only when `sInBand || sCornered` (which gives the once-dead `CorneredRange` a real read site — a Spitter advancing-from-far OR retreating-from-too-close now holds fire and repositions). Guarded by new `Spitter_OutOfBand_DoesNotCommitWindup` + `Spitter_Cornered_CommitsWindupPointBlank`. +- **[LOW] `EnemyProjectileDamageSystem`** now early-returns on `!ServerTick.IsValid` (sibling-system parity). +- **[LOW] bake-time Charger+Spitter guard** — `EnemyAuthoring.Bake` `Debug.LogError`s a prefab composing BOTH (it would match zero AI passes → never move). +- **[LOW] test quality** — the Spitter brain test now fires from **Expedition** (a dropped `Region` copy = 0 = Base would fail it, killing the `Base==0` false-green); the overstated "proves the partition" claim is replaced by a **direct** partition-exclusion test (`Spitter_IsExcludedFromGruntAndChargerPasses`). + +**Accepted (documented, not defects):** the `MaxLiveProjectiles` soft-cap is GLOBAL across regions (24 generous; per-region deferred); the player-dealt-hit punch keys on the enemy-`Health` edge per the locked design (a teammate's hit nudges your camera a touch in co-op — a future local-attribution gate). See the Deferred list above.